diff --git a/code/modules/projectiles/guns/magnetic/bore.dm b/code/modules/projectiles/guns/magnetic/bore.dm
index e27fdc38d6..4cb86a6d31 100644
--- a/code/modules/projectiles/guns/magnetic/bore.dm
+++ b/code/modules/projectiles/guns/magnetic/bore.dm
@@ -86,7 +86,17 @@
user.visible_message("\The [user] slots \the [cell] into \the [src].")
update_icon()
return
-
+ if(thing.is_crowbar())
+ if(!manipulator)
+ to_chat(user, "\The [src] has no manipulator installed.")
+ return
+ manipulator.forceMove(get_turf(src))
+ user.put_in_hands(manipulator)
+ user.visible_message("\The [user] levers \the [manipulator] from \the [src].")
+ playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
+ manipulator = null
+ update_icon()
+ return
if(thing.is_screwdriver())
if(!capacitor)
to_chat(user, "\The [src] has no capacitor installed.")
@@ -112,6 +122,20 @@
update_icon()
return
+ if(istype(thing, /obj/item/weapon/stock_parts/manipulator))
+ if(manipulator)
+ to_chat(user, "\The [src] already has \a [manipulator] installed.")
+ return
+ manipulator = thing
+ user.drop_from_inventory(manipulator)
+ manipulator.forceMove(src)
+ playsound(loc, 'sound/machines/click.ogg', 10,1)
+ mat_cost = initial(mat_cost) % (2*manipulator.rating)
+ user.visible_message("\The [user] slots \the [manipulator] into \the [src].")
+ update_icon()
+ return
+
+
if(istype(thing, load_type))
loading = TRUE
var/obj/item/stack/material/M = thing
diff --git a/code/modules/projectiles/guns/magnetic/magnetic.dm b/code/modules/projectiles/guns/magnetic/magnetic.dm
index 20e0ea8512..c327a2b51e 100644
--- a/code/modules/projectiles/guns/magnetic/magnetic.dm
+++ b/code/modules/projectiles/guns/magnetic/magnetic.dm
@@ -10,6 +10,7 @@
var/obj/item/weapon/cell/cell // Currently installed powercell.
var/obj/item/weapon/stock_parts/capacitor/capacitor // Installed capacitor. Higher rating == faster charge between shots.
+ var/obj/item/weapon/stock_parts/manipulator/manipulator // Installed manipulator. Mostly for Phoron Bore, higher rating == less mats consumed upon firing
var/removable_components = TRUE // Whether or not the gun can be dismantled.
var/gun_unreliable = 15 // Percentage chance of detonating in your hands.